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WEEK 4: MODELING PART II

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Base object must have a fairly substantial number of faces to create subtle curves and detail ... Example. Geri's Game, A Bug's Life, Toy Story 2, Monsters, Inc. ... – PowerPoint PPT presentation

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Title: WEEK 4: MODELING PART II


1
WEEK 4 MODELING PART II
2
Mesh Tessellation Optimization
  • They increase or decrease the number of faces
  • Tessellation ? subdivides the faces in the
    selected area dividing single polygons into 2 or
    more add more resolution

3
3D Booleans
  • Powerful sculpting tools
  • Enable you to cut/drill one form with another
    combine multiple objects into one, among other
    things
  • Objects used in Boolean operations ? operands

4
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5
Editing Mesh
  • Vertex Operations ? vertices can be copied,
    moved, deleted, rotated, twisted

6
  • Edge Operations ? edges can be moved, rotated,
    deleted
  • Types of operation
  • 1. Edge extrude
  • 2. Edge divide
  • 3. Edge turn (rotates the selected edge)
  • 4. Edge visible/invisible

7
  • Face operations
  • Face divide ? works like edge divide, but user
    can select a point anywhere inside the polygon as
    the point for the new vertex to appear
  • Face extrusion ? a process that takes a selected
    face and extrudes it in/out from its current
    position

8
Displacement Mapping
  • Also known as deformation mapping ? affects the
    mesh, extending it outward or inward
  • Can be used to create terrain models, etc

9
  • Base object must have a fairly substantial
    number of faces to create subtle curves and
    detail
  • The faces should also be triangles rather than
    quads to avoid planarity problems

10
  • The displacement level or displacement strength
    setting is the adjustment for how much
    displacement occurs to the mesh

11
Building Organic Forms
  • Example . Human face ? so complex, has so many
    curves, hollows, and subtleties
  • Use low-level tools such as edge extrusion and
    vertex pulling to construct complex object ?
    tedious but precise methods

12
  • Useful tools
  • 1. Skinning
  • 2. Metaballs
  • 3. Subdivision surfaces

13
  • Skinning process ? connects the cross-sections
    with a surface mesh can be virtually seamless
    depending on the limits of the software

14
  • Metaballs ? form of modeling where you can build
    forms out of various-sized sphere
  • The software blends the spheres together into a
    single mass
  • Human heads, animals, etc

15
  • Subdivision surface ? consists of a mesh
    smoothing operation that analyzes the
    lower-resolution base object and uses splitting
    techniques to add additional faces that smooth
    out rough edges and emphasize details

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  • It enables you to build and manipulate low to
    medium-poly mesh, yet have the mesh increase in
    resolution and smoothness any time
  • Example. Geris Game, A Bugs Life, Toy Story 2,
    Monsters, Inc.
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